Version 1.1

Version 1.0

Premium membership donations accepted

A mod for The Elder Scrolls V: SkyrimIt adds bridges to locations where you often decide to cross over a river or lake.Makes Skyrim more accessible and fun to explore without breaking immersion.

Ever noticed how Skyrim is full of people, most of them warriors or scholars. But there are the common people too, like fishermen, innkeepers, blacksmiths and yet when you go out into the world and explore you find more or less ten bridges over all? Why is that?

I don't like to swim around all the time and I dislike off-roads that just get cut-off by a river of some sorts.

Ever come out the back end of Beakfalls Barrow and wonder how you could easily cross over that lake or river? Are you forced to go around a lake because swimming is stupid and frustrating? Well no more!Let me introduce you to Convenient Bridges!

NAVMESHED

All bridges will be Nav Meshed so NPC's and Animals can travel over them. Bridges also include preferred pathing so an NPC will choose to go over the bridge rather than swim. Also Navmeshing is fixed around the bridges so that NPC's wont clip though them when swimming under them.

Some areas around the bridges are also modified a little in order to implement the bridge to the world. For example there might be some rock positions changed to make room for the bridges.

LORE FRIENDLY AND IMMERSIVE

I will also add some extra objects like trees, barrels, lighting etc. when I feel it should be the case. Most likely the reason will be to enhance lore experience or give hints to the area around the bridge. Rather than to degrease lore friendliness.

These bridges will never break immersion. So I will never make a bridge into a stupid location or make it go over a whole lake. There is always a limit to how long a bridge can be and what was possible to make in that day and age.

COMPATIBILITY

Should work with most mods unless there's static object and clutter added to the same areas (position) as my bridges.Hand placed trees from various other mods will most likely conflict with this mod one way or another and cause inconvenience.You can however disable conflicting individual trees with the command menu.

Open command menu > click on tree or object > disable (write down ID for backup)OROpen command menu > click on tree or object > disable (to see what disables) > enable > markfordelete > load game. (This method will permanently remove that object, so I do not recommend this action)

VIDEOSCredit and thank you goes to the author of these videos! You guys do amazing job on covering various Skyrim mods! Thank you!

YOU CAN HELP!

To put it simply I need "alpha" and "beta" testers for the mod and this is why I'm releasing this mod in "alpha" stage. Use the comment section to inform me with any problems you might find. Please note that some NPC's might not travel over these bridges because they lack navigation packages. So use vanilla NPC's when testing them. I can't fix NPC mods.

Also post any locations or areas where you think a bridge could be useful! As I am a slow gamer myself and like to spend time exploring rather than spend my time finding these locations. Plus it would make the mod more directed to the users rather than for myself.

If you know how to use Creation Kit you can post to coordinations in Tamriel Worldspace for me to find it quickly. As you can imagine "Place a bridge near Solitude where theres a boat near a cave" does not really pinpoint the location at all. (But I try my best to find it.)

If you want to help out even more, you are free to PM me and I will post more details about what things you could test out.

INSTALLATION

("ALPHA" stage, I promise noting)Should work with just putting the .esp into C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data folder.

Activation vía NMM should work as well!

UNINSTALLATION("ALPHA" stage, I promise nothing)Remove the .esp from you C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data folder.

Deactivate vía NMM.

AUTHOR: SebastianJSL a.k.a Revonlieke (Prefer Revonlieke)

UPDATE LOG

8.12.2014 - ALPHA v.1.0 (Release)

9.12.2014 - ALPHA v.1.1 (Added two new river crossings near Fort Amol)

14.12.2014 - ALPHA v.1.2 (Overhauled 3 bridges and gave small updates to others)

18.12.2014 - ALPHA v.1.3 (Added a bridge over the river at Riverside Shack and a bridge over from Ivarstead to Geirmund Hall)